A Storm under the Sea

February 26, 2010

I have a new introduction sequence to the water chapter (which is what I am developing for my Extended Major Project) which involves the player controlling the character in a mini game while he drowns. This is an extension of the original story, in which the character is washed to shore, but I thought I could develop the narrative with a more cinematic influence by throwing a hard start to the story.

The concept of this introduction scene would be a no win scenario, the player is not intended to be able to beat the ‘drowning mini game’ but at first it would be presented as though they could. I am hoping that this would initially frustrate the player, I want the game to be frantically paced and in this respect it would really draw out emotion and adrenaline. At the end of the mini game, I’m considering including a ‘retry?’ and ‘continue’ button, in the hope that this might throw people off and get them to retry their chances of survival. This scene will help illustrate how hopeless the main characters struggle against the tide really is, and exaggerate how powerful a force the sea really is. The inclusion of the two options is something I’d like to test, and I shall be creating a rapid prototype over the weekend so I can get people to try it out.

Inspired by an article in Edge, I want to force the user’s interactions with the control scheme in this section to be difficult and uncomfortable. In the article, it discusses making the player hold down an awkward combination of keys to establish in their minds how awkward a position their character is in (hiding inside something, or behind cover). On this idea, I am furthering this by making the user hold down an awkward set of keys with one hand to ‘hold their breath’ and tapping between another set of keys to try and swim. There is a small element of game theory behind this (and those who spot it would be even more encouraged to test it out again) where you could decide between holding your breath but making it difficult to press the buttons or swimming to the surface quicker. It’s a basic problem solver, but as their is no actual solution it creates an interesting player dilemma.

Currently, I am considering how this scene will work visually. In my mind, the concept is one of the better ideas I’ll have implemented in Aether, but as an introduction it is important that it entices my audience’s curiosity. I want them to consider the introduction, and why it is how it is. Visually, it has to be interesting, otherwise a majority of my audience might not have the patience. I think this is a problem with Flash in general, where the main audience for Flash games are looking for something quick and fun, if Aether was on a different system, it might be a different consideration. Frustration is something I want my audience to feel, but that might be an issue on the same problem, turning people away from the narrative before it has really brought into the main game elements. I consider this to be an artistic piece as much as a game, however, and I am more involved with the narrative, with this in mind I am not worried about the frustration issue.

The difficulties of creating a true introduction are important to consider, but an introduction where the main character drowns really sets the tone. It starts the story off quite darkly, and powerfully, which is why I think it is a marvelous introduction to the chapter based on water.

Visual Inspiration:

The light effects in this tech demo are really effective:

Bubbles rising a lot.

White particles

  • http://theinspirationroom.com/daily/commercials/2009/12/drowning-dancer.jpg
  • http://afod.files.wordpress.com/2008/09/drowning.jpg
  • http://farm1.static.flickr.com/12/18302432_d253891f53.jpg
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